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euclides.py
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euclides.py
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import pygame
from pygame import sprite, time, font, mouse, mixer
from pygame.locals import *
import math
import random
import shelve
import enum
import bisect
from tkinter import *
from tkinter import messagebox
PI = math.pi
START_TIME = time.get_ticks()
SCREEN_SIZE = SCREEN_WIDTH, SCREEN_HEIGHT = (800, 600)
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
FPS = 60
SLOWMO = 5
PLAYER_SIZE = 40
PLAYER_VERTICES = 3 # a triangle
PLAYER_START_POS = (SCREEN_WIDTH//2, SCREEN_HEIGHT-80)
PLAYER_PROJECTILE_SPEED = 15
WEAPON_COOLDOWN = 50 # player can fire at this rate (milliseconds)
ENEMY_STARTING_SIZE = 105
ENEMY_SIZE_DECREMENT = -5
ENEMY_STARTING_SPEED = 2.5
ENEMY_SPEED_INCREMENT = 0.5
ENEMY_STARTING_VERTICES = 4
ENEMY_WAVE_STARTING_FIRE_COOLDOWN = 2000
ENEMY_WAVE_FIRE_COOLDOWN_DECREMENT = 100
ENEMY_PROJECTILE_STARTING_SPEED = 10
ENEMY_PROJECTILE_SPEED_INCREMENT = 0.2
SCORE_POS = (160, 10)
HISCORE_POS = (610, 10)
TITLE_POS = (400, 150)
SUBTITLE_POS = (400, 200)
GAME_OVER_POS = (400, 300)
NEWHI_POS = (400, 350)
FAME_POS = (400, 280)
SCORE_HULL_DAMAGE = 10 # multiplied by vertices of the enemy
SCORE_DESTROY_ENEMY = 100 # multiplied by vertices of the enemy
HOF_FILE = "halloffame" # .db extension added by shelve
HOF_CHART = 10 # number of entries in the hall of fames
HOF_DEFAULT_NAME = "ROLI"
HOF_DEFAULT_SCORE = 1000
GUNSHOOT = "wav/gunshoot.wav"
EXPLOSION = "wav/explosion.wav"
ENEMY_HULL_DAMAGE = "wav/enemy_hull_damage.wav"
BOUNCE_OFF = "wav/bounce_off.wav"
TITLE_MUSIC = "wav/title_music.wav"
OVER_MUSIC = "wav/over_music.wav"
EXPLOSION_COOLDOWN = 50
EXPLOSION_SCALE = 0.8
def knockback(update:callable) -> callable:
"""Decorator function.
Always keep the whole enemy polygon on screen, by bouncing it off at screen edges."""
def wrapper(self, *args, **kwargs) -> None:
"""Call the update function and bounce the enemy off screen edges."""
if self._rect.left < 0:
self._rect.left = 0
self.turn_dx()
if self._rect.right > SCREEN_WIDTH:
self._rect.right = SCREEN_WIDTH - 1
self.turn_dx()
if self._rect.top < 0:
self._rect.top = 0
self.turn_dy()
if self._rect.bottom > SCREEN_HEIGHT:
self._rect.bottom = SCREEN_HEIGHT - 1
self.turn_dy()
update(self, *args, **kwargs)
return wrapper
def rotate(update:callable) -> callable:
"""Decorator function.
Rotate the polygon by its angle. Vertical projectiles won't rotate."""
def wrapper(self, *args, **kwargs) -> None:
"""Call the update function and rotate the enemy polygon."""
if self._dx and self._rotation_timer.is_ready():
self._angle = self.n * math.copysign(1, self._dx) * self._rotation_timer.counter * -1
self._draw_polygon()
self._rotation_timer.reset()
update(self, *args, **kwargs)
return wrapper
def remove_offscreen(update:callable) -> callable:
"""Decorator function.
Remove the sprite from its group if it goes off the screen."""
def wrapper(self, *args, **kwargs) -> None:
"""Call the update function and remove the sprite from its group if it goes off the screen."""
if self._rect.centerx < 0 or self._rect.centerx > SCREEN_WIDTH or\
self._rect.centery < 0 or self._rect.centery > SCREEN_HEIGHT:
self.kill()
update(self, *args, **kwargs)
return wrapper
def keep_on_screen(update:callable) -> callable:
"""Decorator function.
Keep the sprite on screen."""
def wrapper(self, *args, **kwargs) -> None:
"""Call the update function and keep the sprite on screen."""
if self._rect.left < 0:
self._rect.left = 0
if self._rect.right > SCREEN_WIDTH:
self._rect.right = SCREEN_WIDTH
if self._rect.top < 0:
self._rect.top = 0
if self._rect.bottom > SCREEN_HEIGHT:
self._rect.bottom = SCREEN_HEIGHT
update(self, *args, **kwargs)
return wrapper
def follow_mouse(update:callable) -> callable:
"""Decorator function.
Follow the mouse cursor."""
def wrapper(self, *args, **kwargs) -> None:
"""Call the update function and follow the mouse cursor in play mode."""
state = kwargs.pop("state", None)
if state == State.PLAY:
self._dx = (mouse.get_pos()[0] - self._rect.centerx) // 2
self._dy = (mouse.get_pos()[1] - self._rect.centery) // 2
update(self, *args, **kwargs)
return wrapper
class State(enum.Enum):
"""Euclides game states"""
QUIT = enum.auto()
INTRO = enum.auto()
PLAY = enum.auto()
GAME_OVER = enum.auto()
class Trig:
"""Collection of trigonometric methods."""
def vertices(n:int, size:float, r:float, start_angle:float=0) -> list:
"""Calculate the vertices of the polygon.
n: number of vertices
size: size of the containing rectangle
r: radius of circle inside the rectangle
angle: starting angle of the polygon"""
angle = math.radians(360 / n) # inner angle of polygon
start_angle = math.radians(start_angle)
# 'size +' means here that origin is the rectangle's middlepoint
return [[int(size//2 + r*math.sin(start_angle + i*angle)), int(size//2 + r*math.cos(start_angle + i*angle))] for i in range(0, n)]
def offset(speed:int, angle:float) -> tuple:
"""Calculate delta x and delta y offset coordinates.
speed: speed in pixel
angle: angle in radians"""
return math.ceil(speed*math.cos(angle)), math.ceil(speed*math.sin(angle))
def angle(origin:tuple, target:tuple) -> float:
"""Calculate the angle between two points. Return the angle as radians.
https://stackoverflow.com/questions/10473930/
origin: tuple of (x, y), center coordinates of an enemy
target: tuple of (x, y), center coordinates of player"""
dx = target[0] - origin[0]
dy = target[1] - origin[1]
return math.atan2(dy, dx)
class Timer:
"""Timer for the game."""
def __init__(self, cooldown:int) -> None:
"""Initialize a timer object.
cooldown: time in milliseconds between each update"""
self._cooldown = cooldown
self._last_update = START_TIME
self._counter = 1
@property
def cooldown(self) -> int:
"""Return the cooldown time in milliseconds."""
return self._cooldown
@cooldown.setter
def cooldown(self, value:int) -> None:
"""Set the cooldown time in milliseconds."""
self._cooldown = value
@property
def counter(self) -> int:
"""Return the counter."""
return self._counter
def reset(self) -> None:
"""Reset the timer."""
self._last_update = time.get_ticks()
def reset_counter(self) -> None:
"""Reset the counter."""
self._counter = 1
def is_ready(self) -> bool:
"""Check if the timer is ready for an action."""
self._counter += 1
now = time.get_ticks()
time_since_last_update = now - self._last_update
return time_since_last_update >= self._cooldown
class Polygon(sprite.Sprite):
"""All game objects in Euclides are regular polygons.
This class draws a certain sized and verticed regular polygon on the surface."""
def __init__(self, size:int, n:int, pos:tuple) -> None:
"""Prepare a sprite containing the polygon.
size: size of containing surface (rectangular area as the polygon is regular)
n: number of vertices
pos: tuple of x, y coordinates, where the polygon should apper (rect.center)"""
super().__init__()
self._radius = size // 2 # used by sprite.collide_circle as well
self._n = n
self._dx = self._dy = 0
self._angle = 180
self._color = pygame.Color(255, 255, 255)
self._size = size
self._image = pygame.Surface((size, size))
self._rect = self._image.get_rect(center=pos)
self._image.set_colorkey(self.image.get_at((0, 0)))
self._draw_polygon()
@property
def image(self) -> pygame.Surface:
"""Return the image of the polygon."""
return self._image
@property
def rect(self) -> pygame.Rect:
"""Return the rectangle of the polygon."""
return self._rect
@rect.setter
def rect(self, value:pygame.Rect) -> None:
"""Set the rectangle of the polygon."""
self._rect = value
@property
def radius(self) -> float:
"""Return the radius of the polygon."""
return self._radius
@property
def n(self) -> int:
"""Return the number of vertices."""
return self._n
def update(self, *args, **kwargs) -> None:
"""Update the polygon."""
self._rect.centerx += self._dx
self._rect.centery += self._dy
def _draw_polygon(self) -> None:
"""Draw the polygon."""
self._image.fill(self.image.get_at((0, 0)))
pygame.draw.polygon(self._image, self._color, Trig.vertices(self.n, self._size, self._radius, self._angle), 1)
class Spaceship(Polygon):
"""Spaceships represent the player and its enemies in the game.
Ships have a hull attribute, which can be degraded through collision with an other spaceship or by having shot
with a projectile. Generally, the spaceship's hull value is the same as its polygon's vertices."""
def __init__(self, size: int, n: int, pos:tuple) -> None:
"""Prepare a sprite containing the polygon.
size: size of containing surface (rectangular area as the polygon is regular)
n: number of vertices
pos: tuple of x, y coordinates, where the polygon should apper (rect.center)"""
super().__init__(size, n, pos)
self._hull = n
self._exploding = n + 1
self._explosion_timer = Timer(EXPLOSION_COOLDOWN)
# setup sounds
self._ship_damage_sound = mixer.Sound(ENEMY_HULL_DAMAGE)
self._ship_damage_sound.set_volume(0.5)
self._bounce_off_sound = mixer.Sound(BOUNCE_OFF)
self._bounce_off_sound.set_volume(0.5)
@property
def is_destroyed(self) -> bool:
"""Return True if hull reduced below 1 (ship is destroyed), otherwise False (ship is still alive)."""
return self._hull < 1
@property
def is_exploding(self) -> bool:
"""Return True if ship is exploding, otherwise False."""
return self._exploding <= self._n and self._exploding > 0
@property
def exploded(self) -> bool:
"""Retrun if the ship has exploded."""
return self._exploding <= 0
@property
def explosion_timer(self) -> Timer:
"""Return the timer for the explosion."""
return self._explosion_timer
def explode(self) -> None:
"""Explode the ship, that is, advance the explosion frame."""
self._exploding -= 1
self._radius *= EXPLOSION_SCALE
self._color = self._shadeto(WHITE, self._hull + 1)
self._draw_polygon()
self.explosion_timer.reset()
def damage(self) -> None:
"""Reduce hull by one."""
self._hull -= 1
self._color = self._shadeto(BLACK, self._hull + 1)
self._draw_polygon()
self._ship_damage_sound.play()
def _shadeto(self, color:pygame.Color, amount:int) -> pygame.Color:
"""Return a color that is a shade of the given color."""
amount = amount or 1
return self._color.lerp(color, 1 / amount)
class Enemy(Spaceship):
"""Enemies are regular polygons above triangles: rectangles, pentagons, hexagons etc."""
def __init__(self, size:int, n:int, pos:tuple, speed:int, angle:float) -> None:
"""Initialize an enemy polygon.
size: size of containing surface (rectangular area as the polygon is regular)
n: number of vertices
pos: tuple of x, y coordinates, where the polygon should apper (rect.center)
speed: speed in pixel
angle: beginning moving angle in radians"""
super().__init__(size, n, pos)
self._dx, self._dy = Trig.offset(speed, angle) # enemies move right away after spawning
self._rotation_timer = Timer(speed)
@property
def rotation_timer(self) -> Timer:
"""Return the rotation timer."""
return self._rotation_timer
@rotate
@knockback
def update(self, *args, **kwargs) -> None:
"""Update the enemy sprite."""
super().update(*args, **kwargs)
def turn_dx(self) -> None:
"""Turn around horizontal movement."""
self._dx = -self._dx
def turn_dy(self) -> None:
"""Turn around vertical movement."""
self._dy = -self._dy
class Player(Spaceship):
"""Player is represented by a regular triangle-shaped spaceship."""
def __init__(self) -> None:
"""Initialize a triangle, representing the player."""
super().__init__(PLAYER_SIZE, PLAYER_VERTICES, PLAYER_START_POS)
self._fires = False # player fires continously
self._fire_rate_timer = Timer(WEAPON_COOLDOWN)
@property
def fires(self) -> bool:
"""Return true if player fires, otherwise false."""
return self._fires
@fires.setter
def fires(self, state) -> None:
"""Set player's firing state.
state: boolean value"""
self._fires = state
@property
def fire_rate_timer(self) -> bool:
"""Return the fire rate timer."""
return self._fire_rate_timer
@follow_mouse
@keep_on_screen
def update(self, *args, **kwargs) -> None:
"""Update the player sprite. The ship is controlled by mouse movement by its center point."""
super().update(*args, **kwargs)
def knockback(self, enemy:Enemy):
"""Player and enemies shouldn't overlap each other, because their hull gets too fast exhausted from collision.
This method knocks back the enemy sprite avoiding overlapping.
enemy: Enemy sprite"""
overlap = None
if self._rect.top < enemy.rect.bottom: # player is below
overlap = enemy.rect.bottom - self._rect.top
enemy.rect.bottom += overlap
if self._rect.left < enemy.rect.right: # player is on right
overlap = enemy.rect.right - self._rect.left
enemy.rect.right += overlap
if self._rect.bottom > enemy.rect.top: # player is above
overlap = self._rect.bottom - enemy.rect.top
enemy.rect.top -= overlap
if self._rect.right > enemy.rect.left: # player is on left
overlap = self._rect.right - enemy.rect.left
enemy.rect.left -= overlap
if overlap:
self._bounce_off_sound.play()
enemy.turn_dy()
enemy.turn_dx()
def reset(self) -> None:
"""Player restarts the game."""
self._hull = PLAYER_VERTICES
self._rect.center = PLAYER_START_POS
class Projectile(Polygon):
"""The polygon shoots same shaped projectiles."""
def __init__(self, owner:Polygon, speed:int, target:Player=None) -> None:
"""The projectile needs to know who fired it off, to get its size, shape and start poisiton.
owner: player on enemy sprite
speed: speed in pixel
target: enemy's target"""
super().__init__(owner.rect.width // 4, owner.n, owner.rect.center)
angle = PI*1.5 if target is None else Trig.angle(owner.rect.center, target.rect.center)
self._dx, self._dy = Trig.offset(speed, angle) # projectiles move right away after spawning
self._rotation_timer = Timer(speed)
@remove_offscreen
@rotate
def update(self, *args, **kwargs) -> None:
"""Update the projectile sprite."""
super().update(*args, **kwargs)
class PlainText(sprite.Sprite):
"""Handle on-screen texts as sprites."""
def __init__(self, font_name, font_size, text, font_color, pos) -> None:
"""Initialize a sprite object.
font_name: name of font including its path as string
font_size: size in pixels
text: text to be displayed
font_color: use this color to render the text
pos: center coordinates"""
self._font = font.Font(font_name, font_size)
self._text = text
self._font_color = font_color
self._pos = pos
super().__init__()
@property
def image(self) -> pygame.Surface:
"""Return the text's surface."""
return self._font.render(self._text, True, self._font_color)
@property
def rect(self) -> pygame.Rect:
"""Return the text's rect."""
return self.image.get_rect(center=self._pos)
class Score(PlainText):
"""Handle score as sprite."""
def __init__(self, font_name, font_size, font_color, pos) -> None:
"""Initialize a sprite object.
font_name: name of font including its path as string
font_size: size in pixels
font_color: use this color to render the text
pos: center coordinates"""
super().__init__(font_name, font_size, "", font_color, pos)
def update(self, *args, **kwargs):
"""Update the text."""
score = kwargs.get("score", None)
self._text = self._format("score", score)
def _format(self, score_text, score) -> str:
return score_text + " {:07}".format(score if score else 0)
class HiScore(Score):
"""Handle hiscore as sprite."""
def __init__(self, font_name, font_size, font_color, pos) -> None:
"""Initialize a sprite object.
font_name: name of font including its path as string
font_size: size in pixels
font_color: use this color to render the text
pos: center coordinates"""
super().__init__(font_name, font_size, font_color, pos)
def update(self, *args, **kwargs):
"""Update the text."""
score = kwargs.get("hiscore", None)
self._text = self._format("hiscore", score)
class OnScreen(sprite.RenderUpdates):
"""Container for on-screen sprite objects."""
def __init__(self, *sprites:Polygon) -> None:
"""Uses default initialization.
sprites: any number of sprite objects"""
super().__init__(*sprites)
def update(self, *args, **kwargs):
"""Handle sprites within the group.
screen: game's display Surface"""
screen = kwargs.pop("screen", None)
assert screen
changed = self.draw(screen)
super().update(*args, **kwargs)
return changed
class Exploding(OnScreen):
"""Container for exploding sprite objects."""
def __init__(self, *sprites:Polygon) -> None:
"""Uses default initialization.
sprites: any number of sprite objects"""
super().__init__(*sprites)
class Wave(OnScreen):
"""Sprite container for enemies."""
def __init__(self, *sprites:Enemy) -> None:
"""Uses default initialization.
sprites: any number of sprite objects"""
super().__init__(*sprites)
self.reset_game()
@property
def fire_rate_timer(self) -> int:
"""Return the fire rate timer."""
return self._fire_rate_timer
@property
def score(self) -> int:
"""Return the wave's calculated score."""
return self._score
def increase_score(self, value:int) -> None:
"""Increase enemy wave's score.
value: damaged or destoryed score increment"""
self._score += value
def contact(self, player:sprite.Sprite):
"""Detect collision between player and enemy polygons and reduce their hull.
player: player sprite"""
for enemy in sprite.spritecollide(player, self, False, sprite.collide_circle):
player.knockback(enemy)
enemy.damage()
player.damage()
def reset_game(self):
"""When player restarts the game."""
self.empty()
self._score = 0
self.reset_level()
def reset_level(self) -> None:
"""When player starts a new level."""
self._fire_rate_timer = Timer(ENEMY_WAVE_STARTING_FIRE_COOLDOWN)
class Swarm(OnScreen):
"""Sprite container for projectiles."""
def __init__(self, *sprites:Enemy) -> None:
"""Uses default initialization.
sprites: any number of sprite objects"""
super().__init__(*sprites)
self.reset()
@property
def score(self) -> int:
"""Return the waves calculated score."""
return self._score
def increase_score(self, value:int) -> None:
"""Increase enemy wave's score.
value: damaged or destoryed score increment"""
self._score += value
def hit(self, target:Wave) -> None:
"""Detect collision between projectiles and their target.
Colliding projectiles get killed off (dokill2=True), target takes damage.
target: Wave of spaceship(s)"""
for ship in sprite.groupcollide(target, self, False, True, sprite.collide_circle):
ship.damage()
target.increase_score(SCORE_HULL_DAMAGE * ship.n)
if ship.is_destroyed:
target.increase_score(SCORE_DESTROY_ENEMY * ship.n)
def harm(self, player:sprite.Sprite):
"""Detect collision between player and enemy fire and reduce hull.
player: player sprite"""
for _ in sprite.spritecollide(player, self, True, sprite.collide_circle):
player.damage()
def contact(self, hostile_fire):
"""Detect collision between player's and hostile fire.
hostile_fire: hostile Swarm of projectiles"""
for enemy_projectile in sprite.groupcollide(hostile_fire, self, True, True, collided=sprite.collide_circle):
hostile_fire.increase_score(SCORE_DESTROY_ENEMY * enemy_projectile.n * 2)
def reset(self):
"""When player restarts the game or reaches a new level."""
self._score = 0
self.empty()
class Pilot:
"""Entry for the hall of fames."""
def __init__(self, name, score):
self._name = name.upper()[:4] # all names 4 uppercased characters
self._score = score
def __str__(self):
"""Return a formatted representation of the entry."""
return "{name:.<10}{score:07}".format(name=self._name, score=self._score)
def __lt__(self, other):
"""Rich comparison for bisecting.
other: other Pilot"""
return self._score < other.score
@property
def score(self) -> int:
"""Return score value."""
return self._score
class HallOfFame:
"""The hall of fame contains the best hi-scores."""
def __init__(self, filename:str) -> None:
"""Initialize the hall of fame.
filename: path to shelve file"""
self._filename = filename
self._hof = [] # list of Pilots
def __str__(self):
"""Return the string representation, each entry in a new line."""
return "\n".join(map(str, self._hof[::-1]))
@property
def hof(self):
"""Return the hall of fame as an iterable in reversed order."""
return self._hof[::-1]
@property
def hiscore(self) -> int:
"""Return the actual hiscore."""
return self._hof[HOF_CHART-1].score
def restore(self) -> None:
"""Restore hall of fame from shelve."""
with shelve.open(self._filename) as hof:
for i in range(HOF_CHART):
entry = hof.get(str(i), None)
if entry is None:
self._hof.append(Pilot(HOF_DEFAULT_NAME, HOF_DEFAULT_SCORE))
else:
self._hof.append(entry)
def insert(self, entry:Pilot) -> None:
"""Insert a new entry into the hall of fame.
entry: Pilot object"""
bisect.insort_left(self._hof, entry)
self._hof = self._hof[1:HOF_CHART+1] # always get rid of the lowest value after insertion
self._save()
def is_new_hiscore(self, score:int) -> bool:
"""Return True if this is a new hi-score.
score: score to compare"""
return score > self.hiscore
def is_eligible(self, score:int) -> bool:
"""Return True if this score is eligible to enter the hall of fame.
score: score to compare"""
return score > self._hof[0].score
def _save(self) -> None:
"""Write hall of fame to shelve."""
with shelve.open(self._filename) as hof:
for i in range(HOF_CHART):
hof[str(i)] = self._hof[i]
class NameEntryDialog(Frame):
"""Tkinter dialog box to enter a name."""
def __init__(self, parent=None) -> None:
"""Init wiht a parent widget.
parent: widget"""
super().__init__(parent, bg="black")
self.master.title("Euclides")
self._pilot_name = StringVar()
self._validated_name = HOF_DEFAULT_NAME
self.body()
self.pack()
@property
def pilot_name(self):
"""Return the entered name."""
return self._validated_name
def body(self):
"""Display the dialog."""
Label(self, text="Enter your name, Pilot!", bg="black", fg="white").pack()
entry = Entry(self, textvariable=self._pilot_name, width=30, bg="black", fg="white")
entry.bind("<KeyPress-KP_Enter>", self.apply)
entry.bind("<KeyPress-Return>", self.apply)
entry.pack()
Button(self, text="OK", width=12, command=self.apply, bg="black", fg="white").pack(side=LEFT)
Button(self, text="Cancel", width=12, command=self.quit, bg="black", fg="white").pack()
entry.focus_set()
def validate(self):
"""Validate user's entry."""
name = self._pilot_name.get().upper()[:4]
if name:
self._validated_name = name
return messagebox.askokcancel("Are you sure?", "{} will be shown.".format(self._validated_name), parent=self)
def apply(self, event=None):
"""Validate and quit."""
if self.validate():
self.quit()
class Euclides:
"""Main game application."""
def __init__(self) -> None:
# initialize game objects
random.seed()
pygame.init()
mixer.set_num_channels(64) # continous fire alone needs 20
mixer.music.set_volume(0.2)
pygame.display.set_caption("Euclides")
# restore hall of fame
self._hall_of_fame = HallOfFame(HOF_FILE)
self._hall_of_fame.restore()
self._hiscore = self._hall_of_fame.hiscore
# setup scores
self._score = Score("font/Monofett-Regular.ttf", 40, WHITE, SCORE_POS)
self._highscore = HiScore("font/Monofett-Regular.ttf", 40, WHITE, HISCORE_POS)
# setup sprite groups
self._fire = Swarm() # container for player's projectiles
self._hostile = Wave() # container for enemy spacecrafts
self._hostile_fire = Swarm() # container for enemy projectiles
self._exploding = Exploding() # container for exploding spacecrafts
self._onscreen = OnScreen() # container for sprites on screen
# setup sound
self._engine_startup = mixer.Sound("wav/engine_startup.wav")
self._engine_startup.set_volume(0.5)
self._energy_hum = mixer.Sound("wav/energy_hum.wav")
self._energy_hum.set_volume(0.5)
self._ship_destroyed_sound = mixer.Sound(EXPLOSION)
self._ship_destroyed_sound.set_volume(1)
self._main()
def _main(self) -> None:
"""Execute the application."""
# setup display
screen = pygame.display.set_mode(SCREEN_SIZE)
#setup initial state
state = State.INTRO
while True:
if state == State.INTRO:
state = self._intro(screen)
if state == State.PLAY:
state = self._play(screen)
if state == State.GAME_OVER:
state = self._end(screen)
if state == State.QUIT:
pygame.quit()
return
def _set_screen(self, *args) -> None:
"""Set game screen, containers etc.
args: screen elements (sprites, containers)"""
self._onscreen.empty()
self._player = Player()
self._onscreen.add(self._player)
self._fire.empty()
self._hostile.reset_game()
self._hostile_fire.empty()
self._onscreen.add(*args)
def _intro(self, screen) -> State:
"""Show game title screen.
screen: pygame display"""
title = PlainText("font/RubikMonoOne-Regular.ttf", 60, "EUCLIDES", WHITE, TITLE_POS)
subtitle = PlainText("font/ShareTechMono-Regular.ttf", 30, "a geometric shooter", WHITE, SUBTITLE_POS)
fame = PlainText("font/ShareTechMono-Regular.ttf", 24, "Hall of Fame", WHITE, FAME_POS)
hall = OnScreen()
for i, entry in enumerate(self._hall_of_fame.hof):
hall.add(PlainText("font/ShareTechMono-Regular.ttf", 18, str(entry), WHITE, (400, 320+i*18)))
self._set_screen(self._score, self._highscore, title, subtitle, fame, hall)
# setup background music
mixer.music.fadeout(500)
self._title_music = mixer.music.load(TITLE_MUSIC)
mixer.music.play(-1)
while True:
screen.fill(BLACK)
if self._player.rect.collidepoint(mouse.get_pos()):
self._engine_startup.play()
else:
self._engine_startup.fadeout(500)
for event in pygame.event.get():
if event.type == QUIT: # exit by closing the window
return State.QUIT
if event.type == KEYDOWN:
if event.key == K_ESCAPE: # exit by pressing escape button
return State.QUIT
if event.type == MOUSEBUTTONUP and self._player.rect.collidepoint(mouse.get_pos()):
self._engine_startup.stop()
return State.PLAY
changed = self._onscreen.update(screen=screen, state=State.INTRO, hiscore=self._hiscore)
pygame.display.update(changed)
def _play(self, screen) -> State:
"""Play the game.
screen: pygame display"""
self._set_screen(self._score, self._highscore, self._hostile, self._exploding)
size = ENEMY_STARTING_SIZE
n = 3
speed = ENEMY_STARTING_SPEED
# setup sounds
shot_sound = mixer.Sound(GUNSHOOT)
shot_sound.set_volume(0.25)
# mute background music
mixer.music.fadeout(500)
while True:
time.Clock().tick(SLOWMO if self._player.is_exploding else FPS)
screen.fill(BLACK)
# listen for user actions
for event in pygame.event.get():
if event.type == QUIT: # exit by closing the window
return State.QUIT
if event.type == KEYDOWN:
if event.key == K_ESCAPE: # exit by pressing escape button
return State.QUIT
if event.type == MOUSEBUTTONDOWN:
self._player.fires = True # open fire
if event.type == MOUSEBUTTONUP:
self._player.fires = False # cease fire
# setup enemy wave
if not bool(self._hostile):
self._hostile.reset_level()
self._hostile_fire.reset()
size += ENEMY_SIZE_DECREMENT
n += 1
speed += ENEMY_SPEED_INCREMENT
for i in range(n):
x = random.randrange(0, SCREEN_WIDTH, 1)
y = random.randrange(0, SCREEN_HEIGHT // 2, 1)
angle = math.radians(random.randrange(315, 345, 1))
self._hostile.add(Enemy(size, n, (x, y), speed, angle))
self._onscreen.add(self._hostile)
# shoot player projectiles
if self._player.fire_rate_timer.is_ready() and self._player.fires:
self._fire.add(Projectile(self._player, PLAYER_PROJECTILE_SPEED))
self._onscreen.add(self._fire)
self._player.fire_rate_timer.reset()
shot_sound.play()
# shoot enemy projectiles
if self._hostile.fire_rate_timer.is_ready() and bool(self._hostile):
enemy = random.choice(list(self._hostile)) # choose a random member from the wave
self._hostile_fire.add(Projectile(enemy, ENEMY_PROJECTILE_STARTING_SPEED, self._player))
self._onscreen.add(self._hostile_fire)
self._hostile.fire_rate_timer.cooldown -= ENEMY_WAVE_FIRE_COOLDOWN_DECREMENT
self._hostile.fire_rate_timer.reset()
# check whether player's projectile hits an enemy
self._fire.hit(self._hostile)
# check whether player's projectile hits an enemy projectile
self._fire.contact(self._hostile_fire)
# check whether hostile fire hits player
self._hostile_fire.harm(self._player)
# check player collisions with enemy craft
self._hostile.contact(self._player)
# check destroyed starhips
for ship in self._hostile:
if ship.is_destroyed:
self._hostile.remove(ship)
self._exploding.add(ship)
if self._player.is_destroyed:
self._exploding.add(self._player)
# check exploding ships's state
for ship in self._exploding:
if ship.explosion_timer.is_ready():
ship.explode()
if ship.exploded:
ship.kill()
self._ship_destroyed_sound.play()
# check if player is still alive
if not self._player.alive():
return State.GAME_OVER
# update sprites
changed = self._onscreen.update(screen=screen,
state=State.PLAY,
score=self._hostile.score,
hiscore=max(self._hostile.score+self._hostile_fire.score, self._hiscore))
pygame.display.update(changed)
def _end(self, screen) -> State:
"""Show game over screen.
screen: pygame display"""
game_over_text = PlainText("font/RubikMonoOne-Regular.ttf", 40, "GAME OVER", WHITE, GAME_OVER_POS)
score = self._hostile.score + self._hostile_fire.score
self._set_screen(self._score, self._highscore, game_over_text)
text = None
if self._hall_of_fame.is_new_hiscore(score):
text = PlainText("font/ShareTechMono-Regular.ttf", 30, "A new hi-score!", WHITE, NEWHI_POS)
self._hiscore = score
elif self._hall_of_fame.is_eligible(score):
text = PlainText("font/ShareTechMono-Regular.ttf", 30, "A new entry to the hall of fame!", WHITE, NEWHI_POS)
if text:
self._onscreen.add(text)
# setup background music
self._title_music = mixer.music.load(OVER_MUSIC)
mixer.music.play(-1)
while True:
screen.fill(BLACK)
if self._player.rect.collidepoint(mouse.get_pos()):
self._energy_hum.play()
else:
self._energy_hum.fadeout(500)
for event in pygame.event.get():
if event.type == QUIT: # exit by closing the window
return State.QUIT
if event.type == KEYDOWN:
if event.key == K_ESCAPE: # exit by pressing escape button
return State.QUIT
if event.type == MOUSEBUTTONUP and self._player.rect.collidepoint(mouse.get_pos()):
self._energy_hum.stop()
if text:
self._enter_name(score)
return State.INTRO
changed = self._onscreen.update(screen=screen,
score=score,
hiscore=self._hiscore,
mouse_pos=mouse.get_pos())
pygame.display.update(changed)
def _enter_name(self, score):
"""Enter a name and save to database.
score: player's last score"""
tk_root = Tk()
entry = NameEntryDialog(tk_root)
tk_root.mainloop()
tk_root.destroy()
self._hall_of_fame.insert(Pilot(entry.pilot_name, score))